Game worlds expand in size and complexity, thus requiring developers to fill hundreds of square kilometers with content - some of the most tedious and time consuming tasks being terrain and vegetation editing. This talk will describe CD Projekt Red's approach to highly automatize the process. By moving away from the conventional terrain material layers and linear material blends, visual quality can be improved while greatly reducing the amount of work. Vegetation coverage can be procedurally generated both offline and in real-time to produce realistic results, while not requiring artists to place it manually. The talk will cover many solutions developed during production and usage of REDengine's landscape-related features, including terrain shadow casting and LOD management.